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When was the last update to the Unity Online Script Reference?
It seems some fairly major things have been skipped or not updated.
For a while.
Boo support for iphone since version 3.0
2D arrays in UnityScript
Both of which I'd have thought were fairly major accomplishments. And meaningful in many ways.
Those are just two things I know about. Are there more changes that have occurred undocumented?
Answer by Peter G · Apr 02, 2011 at 06:57 PM
WAIT BOO IS ON iOS NOW. HOLD ON....NEVERMIND. I DON'T USE IT ANYWAY. :)
Well, they update the Script Reference with every new Version so when 3.3 came out ;) The last extensive update was with 3.0 though.
There are probably some other nuances that are only referenced in one to two places. Unfortunately, I either don't know about them or don't know their hard to find.
Only things that I can think of off the top of my head are:
Generics in js. Add a dot before the <> of any C# generic type.
Function Types. Not much to say. You can pass functions as parameters, and use them for callbacks and such.
Those were both in the Upgrade guide but not everyone knew about them.
Is there a particular reason you're acting proud about not using a language? It's not exactly a virtue to conform, and the only way that language is going to get better is if people start using it.
Even two languages is a problem. Lots of requests for "No C# please" or "help me translate this javascript." I know some fairly bright guys who avoid things in the "wrong" language. The last thing they need is useful code spread over three languages.
It looks like Boo simply comes "for free" with the same $$anonymous$$ono engine running C# and UnityScript. The features (lamba-closures, 1st class functions) are traditionally real-time unfriendly.
The whole benefit of a CLI is that you can pick your language. I'm glad we can pick between the languages, because there are good things and bad things about all of them. A good programmer should know all of them so that he can help people using all of them; no matter the platform, people will have trouble understanding code. If someone can't translate code, it's usually because they don't understand what's going on in it.
I should also say that all three of Unity's languages support things like lambda-closures and first class functions. UnityScript is translated into Boo; its capabilities are therefore a subset of Boo, and if anything, it's slower than Boo as a result.
UnityScript isn't translated into Boo, nor is is slower than Boo. UnityScript is written in Boo, but it's converted to CLI code the same way C# and Boo are. (Boo didn't come "for free" either, it had to be specifically written.)
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